Godot 2D Movement (4.x)
Build responsive 2D character controllers with CharacterBody2D and the argument-less move_and_slide(). Targets Godot 4.7.
When to use
- Use when scripting a 2D player/enemy that moves and collides: platformer (gravity +
- Use when
move_and_slide()"does nothing", the character sinks through floors, or
jump) or top-down (free 8-direction), slope walking, or wall/floor detection.
is_on_floor() is always false.
**When *not* to use:** dynamic rigid bodies, areas, raycasts, collision layers → godot-physics; tile-based levels → godot-tilemap; full platformer game template → the platformer genre skill; engine-agnostic feel tuning → physics-tuning.
Core workflow
- Use
CharacterBody2Dwith aCollisionShape2Dchild. It is script-driven: it - Set the
velocityproperty, then callmove_and_slide()(no arguments in 4.x). - Do it in
_physics_process(delta)—move_and_slide()uses the physics step's - Platformer: add gravity to
velocity.yeach tick, jump by settingvelocity.y - Top-down: build a direction from input and scale by speed; set
- Read results with
is_on_floor(),is_on_wall(),get_wall_normal(), and
does not fall or react to forces on its own.
The method reads velocity, moves the body, slides along surfaces, and updates velocity to reflect what actually happened.
delta internally, so do not multiply velocity by delta yourself.
negative when is_on_floor().
motion_mode = MOTION_MODE_FLOATING so there is no "floor/wall" distinction.
get_slide_collision(i) after the call.
Patterns
1. Platformer controller (gravity, jump, slopes)
extends CharacterBody2D
@export var speed := 200.0
@export var jump_velocity := -400.0
@export var gravity := 1200.0 # pixels/sec^2 (tune to taste)
func _physics_process(delta: float) -> void:
# Apply gravity while airborne.
if not is_on_floor():
velocity.y += gravity * delta
# Jump only when grounded (Input action set in Project Settings > Input Map).
if Input.is_action_just_pressed("jump") and is_on_floor():
velocity.y = jump_velocity
# Horizontal input: -1, 0, or 1.
var dir := Input.get_axis("move_left", "move_right")
if dir != 0.0:
velocity.x = dir * speed
else:
velocity.x = move_toward(velocity.x, 0.0, speed) # decelerate to a stop
move_and_slide() # 4.x: no arguments; uses and updates `velocity`
2. Top-down 8-direction movement
extends CharacterBody2D
@export var speed := 220.0
func _ready() -> void:
motion_mode = CharacterBody2D.MOTION_MODE_FLOATING # no floor/ceiling concept
func _physics_process(_delta: float) -> void:
# get_vector returns a normalized-ish Vector2 from four input actions.
var input := Input.get_vector("move_left", "move_right", "move_up", "move_down")
velocity = input * speed
move_and_slide()
3. Reading slide collisions after moving
func _physics_process(delta: float) -> void:
# ... set velocity ...
move_and_slide()
for i in get_slide_collision_count():
var c := get_slide_collision(i)
var other := c.get_collider()
if other and other.is_in_group("enemies"):
take_damage(1) # touched an enemy while moving
4. Coyote time (forgiving jump just after leaving a ledge)
@export var coyote_time := 0.1
var _coyote := 0.0
func _physics_process(delta: float) -> void:
if not is_on_floor():
velocity.y += gravity * delta
_coyote -= delta
else:
_coyote = coyote_time
if Input.is_action_just_pressed("jump") and _coyote > 0.0:
velocity.y = jump_velocity
_coyote = 0.0
# ... horizontal input + move_and_slide() ...
Pitfalls
- 3.x signature is gone.
move_and_slide(velocity)(returning the new velocity) was - Multiplying velocity by delta.
move_and_slide()already accounts for the physics - Movement in
_processinstead of_physics_processcauses frame-rate-dependent, is_on_floor()always false whenup_directionis wrong (defaultVector2.UP),- Sinking through floors usually means the collision shape is missing/zero-sized, the
- Slope slipping while idle: keep
floor_stop_on_slope = true(default) and set a
removed. In 4.x set the velocity property and call move_and_slide() with no args. move_and_slide(velocity, Vector2.UP) will not parse.
delta. Setting velocity = dir * speed * delta makes the body crawl.
jittery motion. Always move in _physics_process.
there is no CollisionShape2D, or you never called move_and_slide() this frame.
floor body is on a layer this body's mask doesn't include, or you moved the body via position += instead of velocity + move_and_slide().
floor_snap_length so the body sticks to downward slopes.
References
- For one-way platforms, moving platforms, jump buffering, variable jump height, and
move_and_collide() (manual collision response), read references/controller-recipes.md.
Related skills
godot-physics— collision layers/masks, areas, raycasts, rigid bodies.godot-tilemap— building the levels this character walks on.godot-animation— driving sprite/skeletal animation from movement state.camera-systems— follow camera, deadzone, and look-ahead that track this character.platformer/input-systems— full genre template and rebindable input.